13th Annual Virtual Worlds Best Practices in Education
Use of 3D rendering technology has been making its way more and more into mainstream education in both academic and business settings. This conference is for those educators who need an opportunity to connect with others on the cutting edge in the use of virtual worlds and how to best apply them in a practical setting. Unlike other conferences on virtual world education and technology, this conference is for educators, by educators, having consistently delivered value for money far in excess of any other conference of its type available anywhere in the world today.
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Virtual Worlds Best Practices in Education is a global grass-roots community event focusing on education in immersive virtual environments. This open conference is organized by educators, for educators, to provide an opportunity to showcase the learning that takes place in this community of practice. All educators are encouraged to present, attend and take part in this discussion of collaborative deeper learning and co-presence in virtual worlds and games.
The Global Classroom
Virtual Worlds Best Practices in Education is a meaningful way for presenters to share their research and experience about the rich learning systems in virtual worlds and games. This free online conference is produced entirely by volunteers. Conference proceedings are published as the Journal of Virtual Studies by Rockcliffe University Consortium.
What are the Goals of VWBPE?
To the best ability possible, VWBPE provides educational and networking opportunities that are relevant to educational curriculum development utilizing virtual environments and “best practices”.
- helping to build community through extension of learning best practices to practical application of those ideas and techniques;
- providing networking opportunities for educators and the communities that help support education; and
- providing access to current innovations, trends, ideas, case studies, and other best practices for educators and the communities that help support education.
What Qualifies as a Virtual World?
A virtual world is an online community that takes the form of a unique environment through which users can interact with one another and use and create ideas irrespective of time and space. Virtual worlds can be either 2D or 3D. They may be co-located or distributed. The core aspect that defines a virtual space is that a virtual environment provides a uniquely shared space for emerging relationships and serves as a foundation for the development of knowledge creation and sharing.
Examples include Second Life, OpenSim, Unity, Facebook, LinkedIn, Twitter, Pinterest, World of Warcraft, Eve Online and many others. These virtual environments are characterized by an open social presence and where the direction of the platform’s evolution is manifest in the community. This is unlike systems such as WebEx, Sococo, JoinMe, and other platforms which are focused on more utilitarian purposes to a closed audience.
Over 2000 attendees representing over 60 countries participate in online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and exhibits. You do not have to be a formal academic to participate. Our community includes those in the education field, those that support educators through products and services, and those accomplishments, and creative works, have been inspired by curriculums involving digital media.
The past several conferences have shown a consistency in both breadth and reach of the conference. Total participation figures represent one of the best attended conferences globally in the field of education.